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Post by paulooshun on Sept 10, 2014 22:58:13 GMT -8
I think the BGYR progression will appeal to videogame RPG/mmo players.
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Ziphion
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Post by Ziphion on Sept 11, 2014 6:18:48 GMT -8
I think the BGYR progression will appeal to videogame RPG/mmo players. How so? Do you mean like color-coding loot, where white is baseline, green/blue is common, purple/orange/yellow is rare etc?
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Post by paulooshun on Sept 11, 2014 9:54:55 GMT -8
Yeah, the colour of enemy spawns, loot, etc. from my limited experience tends to follow a blue/green for low, yellow and red for high end. And then purple for some reason I never understood, but we can ignore that trend.
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Post by LordAnubis on Sept 11, 2014 10:12:04 GMT -8
It usually goes, Green/Blue (if both are in the game blue tends to be better rarity than green in my experience), Yellow, Orange (I haven't really seen red used in loot indicators, usually red is used to indicate you can't equip something, target monster is too hard, or the targeted player has pvp enabled), Purple. After a while anything not orange/purple tends to get ignored and green, blue, yellow stuff is just all considered a waste of space in inventory, though I have played a lot of mmo's.
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Post by Dashing Inventor on Sept 11, 2014 11:50:00 GMT -8
Yeah, I think we can agree there's no logic behind the color coding of loot spawns.
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Ziphion
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Post by Ziphion on Sept 12, 2014 10:54:22 GMT -8
One of the reasons I'm really liking the idea of switching to RYGB is, as thuncar mentioned in his post, when it comes to light, red is low-energy and blue is high-energy (which would be kind of a cool detail when playing any sci-fi setting). But like thuncar and LordAnubis said, individual intuition on what sequence of colors "looks right" doesn't matter too much; what matters more is consistency and minimizing player confusion. If checks are green and strikes are red (and I agree that they should be), and they indicate success and failure respectively, then it's logical to expect the color symbolism to be consistent; a green flip should be more successful than a red flip on average.
As for blue being the highest color instead of green - I think that's not so bad, since it's an extreme, surpassing normal human limitations, and you wouldn't see a lot of blue until late-game. As if to say, "Red is fair, yellow is pretty good, and green is great. But then you've got blue."
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Post by Arcanet on Sept 15, 2014 12:18:08 GMT -8
As has been pointed out, in the name of Red=Bad Green=Good consistency; critical failures are already red, and critical successes green. Also, now that the cards are ordered from bad to good, it is much more obvious.
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Post by Thuncar on Sept 15, 2014 13:30:36 GMT -8
I think whatever the system ends up as, we will adapt and accept it. I included a lot of examples of different color schemes just to show that we can adapt to many different systems, I probably could have done a better job in expressing this. In my opinion consistency of the color scheme throughout the system is the important factor. The strike/check binary should match the flip potency.
Slight tangent but I really like the RYGB color scheme for first time players and their introduction to the game. For the start of the game they have a really straight forward red yellow green progression that matches with red strikes (bad) and green checks (good). Their good stat is green, their middle stats are yellow and their poor stats are red. Eventually they'll get to blue, but initially blue isn't a natural option for the player's base stats.
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Post by Dashing Inventor on Sept 15, 2014 14:05:01 GMT -8
I'm making this change official, thanks for all of the feedback!
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Post by Arcanet on Sept 15, 2014 14:19:22 GMT -8
Blue goes to 11, basically.
Edit: Oh didn't see that, nice.
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Ziphion
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Post by Ziphion on Sept 15, 2014 14:43:02 GMT -8
Hooray!
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Post by paulooshun on Sept 18, 2014 15:51:30 GMT -8
So do you need to reverse the Simple System logo now?
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Ziphion
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Post by Ziphion on Sept 19, 2014 9:17:32 GMT -8
I don't think the logo has ever really served as a diagram for how the system works since it's cyclical, while the color progression in the actual game is linear. So I don't think it necessarily needs to change.
However, I just asked my wife what she thinks about it... she said "Is the logo going to be printed on the cards?" I said yeah, and she said "Well, then I think it needs to change." It might be easy to misinterpret that logo as instructions for which direction to rotate the deck. Even if the colors were reversed, the logo implies that when you turn up blue, you go to red.
Edit: To clarify, I mean she thought the colors in the logo should be the same as the card color progression; the cyclical arrows weren't that big of a deal to her. Just for fun, I played around with making small changes to the logo to make it represent the linear color progression (mostly I made a bunch of sketches of arrowy spirals instead of arrowy circles), but nothing looked as good and clean as the current logo.
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